Draw the client's scene in the renderer process
The adapter records everything the client draws (state, transforms, lights, fog, textures and buffers) as a command stream, sent in chunks through the shared memory channel, while IMVU's Direct3D renderer still draws the whole view. The renderer process draws it with Diligent, with shaders reproducing IMVU's Direct3D 9 fixed-function setup, over the right half of the 3D view to compare. It skips to the newest frame when it falls behind, and logs its errors and frame times. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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#pragma once
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// Reading IMVU's images (Pixmap) through pixmap.dll's exported methods, rather than depending on their layout.
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#include <cstdint>
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#include <optional>
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#include "t5de/imvu/types.hpp"
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namespace t5de {
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struct PixmapPixels {
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std::uint32_t width;
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std::uint32_t height;
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std::uint32_t rowBytes;
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const std::uint32_t* pixels; // 0xAARRGGBB, rows rowBytes apart
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};
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// Null if pixmap.dll's methods can't be found.
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std::optional<PixmapPixels> pixmap_pixels(const imvu::Pixmap& pixmap);
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} // namespace t5de
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